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lukemax

Aircraft prob!

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Hi

The problem with my Dropship is that i have the animations in but ingame it dosnt work the actual model used to be a helicopter so when i changed it the pilots were way above the canopy but i fixed it and now the animations arent working

Any ideas?

Contact me at Luke.steel@btinternet.com for more info or if u need the model

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class Dropship

{

units[] = {};

weapons[] = {};

requiredVersion = 1.75;

};

};

class CfgAmmo

{

class Default {};

class AT3: Default {};

class Hellfire: AT3 {};

class Maverick: Hellfire {};

class SSAAM : Maverick

{

hit=1150;indirectHit=700;indirectHitRange=6.5;

minRange=30;minRangeProbab=0.99;

midRange=2000;midRangeProbab=0.99;

maxRange=10000;maxRangeProbab=0.99;

soundHit[]={\LaserGuided\expl2,db50,1};

airLock = true;

model = "\dropship\SSAAM.p3d";

proxyShape ="\dropship\SSAAM.p3d";

maxControlRange=10000;

maneuvrability=15.0;

maxSpeed=2000;

thrustTime=5.5;

inittime=0.2;

thrust=2000;

simulation=shotmissile;

recoil=maingun;

sideAirFriction=0.002;

cost=10000;

visibleFire=12;

audibleFire=2;

visibleFireTime=2;

};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class Bullet30: ExplosiveBullet {};

class Pulse1: Bullet30

{

airLock=true;

hit=800;

indirectHit=400;

indirectHitRange=6.5;

minRange=5;minRangeProbab=0.90;

midRange=450;midRangeProbab=0.99;

maxRange=1500;maxRangeProbab=0.55;

cost=1;

soundHit[]={\LaserGuided\expl2,db50,1};

tracerColor[]={0.000000,1.000000,1.000000,1.000000};

tracerColorR[]={0.000000,1.000000,1.000000,1.000000};

};

};

class CfgWeapons

{

class Default {};

class LAWLauncher: Default {};

class CarlGustavLauncher : LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class MaverickLauncher: HellfireLauncher {};

class SSAAM: MaverickLauncher

{

model = "\dropship\SSAAM.p3d";

proxyShape ="\dropship\SSAAM.p3d";

modelOptics="";

picture="";

optics=1;

magazineReloadTime=3;

displayName="SSAAM";

displayNameMagazine="SSAAM";

shortNameMagazine="SSAAM";

drySound[]={,0.010000,1};

magazines[]={"SSAAM"};

ammo=SSAAM;

count=12;

canLock = 2;

reloadTime=1;

aiRateOfFire=5.00;

aiRateOfFireDistance=10000;

initSpeed=0;

maxLeadSpeed=3000;

};

class MGun: default{};

class MachineGun7_6: MGun{};

class Pulse_Gun: MachineGun7_6

{

displayName="Pulse Gun";

displayNameMagazine="Pulse Ammo";

shortNameMagazine="Pulse Gun";

nameSound="shell";

ammo="Pulse1";

count=1500;

canLock = 2;

multiplier=1

reloadTime=0.250;

soundContinuous=false;

initSpeed=900;

sound[]={"\dropshop\impblast.wav",db+20,1};

reloadSound[]={"Weapons\reload",0.000316,1};

drySound[]={"weapons\M16dry",0.003162,1};

flash=gunfire;

flashSize=12.000000;

maxLeadSpeed=900;

aiRateOfFire=0.020;

aiRateOfFireDistance=10000;

autoFire=1;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Plane: Air {};

class dropship: Plane

{

scope=public;

crew = SoldierWPilot;

vehicleClass="Starship Troopers MOD";

icon="\dropship\drpicon.paa";

picture="\dropship\drpicon1.paa.paa";

side =TWest;

displayName="Dropship";

nameSound="plane";

accuracy=200;

flapsFrictionCoef = 0.00;

wheelSteeringSensitivity = 400.0;

sensitivity=5;

irTarget=1;

irScanRange=4000;

irScanGround=1;

noseDownCoef = 0;

precision=500;

brakeDistance=0.1;

aileronSensitivity = 0.8; // relative aileron sensitivity

elevatorSensitivity = 1.2; // relative elevator sensitivity

steerAheadSimul=0.1;

steerAheadPlan=0.2;

hasDriver =1;

driverIsCommander=true;

hasGunner=1;

driverCanSee=CanSeeAll;

gunnerOpticsModel = "optika_heli_gunner";

insideSoundCoef = 0.5;

cargoAction[]={ManActCessnaPilot,ManActCargo};

transportSoldier = 24;

typicalCargo[]={};

ejectSpeed[]={0,0,0};

getInRadius=3.0;

preferRoads=false;

nightVision=true;

driverAction = ManActA10Pilot;

maxSpeed = 750;

soundEngine[]={"\dropship\dropship.wav",db+10,1};

soundEnviron[]={"\dropship\dropship.wav",1,1};

weapons[]={Pulse_gun,SSAAM,Rocket57x64,};

magazines[]={Pulse_gun,SSAAM,Rocket57x64,};

armor=700;

cost=20000;

model="\dropship\ds2.p3d";

fov=0.5;

type=VAir;

//threat[] VSoft, VArmor, VAir

threat[]={1.0, 0.8, 1.0};

class eventhandlers

{

init = [_this select 0] exec "\dropship\VTOL.sqs"

};

};

}

class TurretBase

{

gunAxis="OsaHlavne";

turretAxis="OsaVeze";

gunBeg="usti hlavne";

gunEnd="konec hlavne";

soundServo[]={};

minElev=-15; maxElev=+20;

minTurn=-40; maxTurn=+40;

body="OtocVez";

gun="OtocHlaven";

};

class Turret: TurretBase

{

};

threat[]={0.900000,0.900000,1};

animated=1;

class Reflectors

{

class Left

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.1;

brightness = 0.4;

};

};

class Animations

{

class thegear

{

type="rotation";

animPeriod=3;

selection="thegear";

axis="gearaxis";

angle0=0.000000;

angle1=-0.0500;

};

class backramp

{

type="rotation";

animPeriod=3;

selection="backramp";

axis="axisbackramp";

angle0=0;

angle1=1.361352;

};

class thegear1

{

type="rotation";

animPeriod=3;

selection="thegear1";

axis="gearaxis1";

angle0=0.000000;

angle1=1.221726;

};

class thegear2

{

type="rotation";

animPeriod=3;

selection="thegear2";

axis="gearaxis2";

angle0=0.000000;

angle1=1.221726;

};

};

class UserActions

{

class LandingGearup

{

displayName="Gear up";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear"" < 0.05";

statement="this animate [""thegear"", 1]";

};

class LandingGeardown

{

displayName="Gear down";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear"" >= 0.05";

statement="this animate [""thegear"", 0]";

};

class OpenDoors1

{

displayName="Open Ramp"

position="axisbackramp";

radius=15.5;

condition="this animationPhase ""backramp"" < 0.05";

statement="this animate [""backramp"", 1]";

};

class CloseDoors1

{

displayName="Close Ramp";

position="axisbackramp";

radius=18100;

condition="this animationPhase ""backramp"" >= 0.5 and player distance this < 20";

statement="this animate [""backramp"", 0]";

};

class LandingGearup1

{

displayName="Thuster 1 Back";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear1"" < 0.05";

statement="this animate [""thegear1"", 1]";

};

class LandingGeardown1

{

displayName="Thuster 1 Froward";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear1"" >= 0.05";

statement="this animate [""thegear1"", 0]";

};

class LandingGearup2

{

displayName="Thuster 2 Back";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear2"" < 0.05";

statement="this animate [""thegear2"", 1]";

};

class LandingGeardown2

{

displayName="Thuster 2 Froward";

position="doors";

radius=25.5;

condition="this animationPhase ""thegear2"" >= 0.05";

statement="this animate [""thegear2"", 0]";

};

}

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class eventhandlers

{

init = [_this select 0] exec "\dropship\VTOL.sqs"

};

};

}

     class TurretBase

  {

     gunAxis="OsaHlavne";

     turretAxis="OsaVeze";

     gunBeg="usti hlavne";

     gunEnd="konec hlavne";

     soundServo[]={};

     minElev=-15; maxElev=+20;

     minTurn=-40; maxTurn=+40;

     body="OtocVez";

     gun="OtocHlaven";

  };

  class Turret: TurretBase

  {

  };

threat[]={0.900000,0.900000,1};

animated=1;

class Reflectors

{

class Left

{

color[] = {0.9, 0.8, 0.8, 1.0};

ambient[] = {0.1, 0.1, 0.1, 1.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.1;

brightness = 0.4;

};

};

     class Animations

{

     class thegear

{

     type="rotation";

     animPeriod=3;

     selection="thegear";

     axis="gearaxis";

     angle0=0.000000;

     angle1=-0.0500;

};

     class backramp

{

     type="rotation";

     animPeriod=3;

     selection="backramp";

     axis="axisbackramp";

     angle0=0;

     angle1=1.361352;

};

     class thegear1

{

     type="rotation";

     animPeriod=3;

     selection="thegear1";

     axis="gearaxis1";

     angle0=0.000000;

     angle1=1.221726;

};

     class thegear2

{

     type="rotation";

     animPeriod=3;

     selection="thegear2";

     axis="gearaxis2";

     angle0=0.000000;

     angle1=1.221726;

};

};

     class UserActions

{

     class LandingGearup

{

     displayName="Gear up";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear"" < 0.05";

     statement="this animate [""thegear"", 1]";

};

     class LandingGeardown

{

     displayName="Gear down";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear"" >= 0.05";

     statement="this animate [""thegear"", 0]";

};

     class OpenDoors1

{

     displayName="Open Ramp"

     position="axisbackramp";

     radius=15.5;

     condition="this animationPhase ""backramp"" < 0.05";

     statement="this animate [""backramp"", 1]";

};

     class CloseDoors1

{

     displayName="Close Ramp";

     position="axisbackramp";

     radius=18100;

     condition="this animationPhase ""backramp"" >= 0.5 and player distance this < 20";

     statement="this animate [""backramp"", 0]";

};

     class LandingGearup1

{

     displayName="Thuster 1 Back";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear1"" < 0.05";

     statement="this animate [""thegear1"", 1]";

};

     class LandingGeardown1

{

     displayName="Thuster 1 Froward";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear1"" >= 0.05";

     statement="this animate [""thegear1"", 0]";

};

     class LandingGearup2

{

     displayName="Thuster 2 Back";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear2"" < 0.05";

     statement="this animate [""thegear2"", 1]";

};

     class LandingGeardown2

{

     displayName="Thuster 2 Froward";

     position="doors";

     radius=25.5;

     condition="this animationPhase ""thegear2"" >= 0.05";

     statement="this animate [""thegear2"", 0]";

};

}

Whassat } after your eventhandlers? And I think you have an extra }; and thats closing your cfgvehicles and nothing after the eventhandlers is working ,right?

The turret doesn't work of course because it's a plane,but the useractions arean't showing either are they?

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Get sure if every animated selection is used only by ONE animation

Does the axis exist in Memory LOD?

Those are the only things I can tell you .... crazy_o.gif

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